You need at least one Core Rulebook, and preferably each individual player ought to have their own Core Rulebook. Besides that, you really don't need much except for some dice, some imagination, and maybe some dice and a map, though those aren't 100% necessary.

The other various rule books are helpful, but pretty much only once you get really serious about playing. However, if you're looking for some GM help, there are a couple of the books that have nice pre-made modules in them that you could play through, which might help you get familiar with things.

_________________-AaronMand'alor"You either die a hero, or you live to see yourself become the villain."

For CE edition no. Fool (one of the creators) has all the "books" you need to play available in a free downloadable PDF. He even has a pdf made just for GMs to help them run campaigns. I printed out the PDF and made my own book because I didn't know squat about RPG. After playing a couple of times, I now realize I didn't really need to print it out cause once you get the hang of it, it is pretty easy to just look up what you need. If you are interested give us a shout on Runboard.com.

Threats and Core is a great starting point for a GM. Scum and Villainy is also very good to have. They both provide a decent mix of pre-generated opponents for your players to fight.

What time period you want to play in makes a big difference as well.

_________________Winner of the Knights of the SWMGamers Stats Contest<Joruus (GFC)> - Sheesh, I swear you're like Fool 2.0 (and you can quote me on it xD)Archives of the Gamers JediJoin the FOLLY! Online casual League, find out more here: FOLLY

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